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> PbP game, checking for interest, need advice on practice
FuelDrop
post Jan 11 2014, 12:43 AM
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It was the dawn of the third age of gaming, six years after the fourth edition of Dungeons and Dragons. The Shadowrun Project was a dream given form. Its goal: Bring gaming back to its roots, a game system with the best of both old and new designs. It's a game of shadows, home for criminals, hustlers, entrepreneurs, and wanderers. Humans and metahumans lost by the system, fallen or hiding between the cracks, all alone in the night. It can be a dangerous place, but it's our last, best hope for fun. This is the story of the last of the Shadowrun systems. The year is 2075. The name of the game is Shadowrun 5.

Ok, here's the setup: The PCs are from wherever you want, fleeing from bad runs or debt or poverty or anything else that might have uprooted them, and have ended up in the former gold-mining community of Kalgoorlie-Boulder in Western Australia. Why? Well, the reason it's a FORMER gold mining community is that with the passing of the comet the gold was converted into Orichalcum, present in such large quantities that the megacorps were willing to brave the mana-storms and re-settle the area, which had been deserted for the better part of sixty years due to those very storms and the metacritters that abound. While work on a more permanent underground settlement continues there is money to be made in the shadows as everyone tries to get a piece of this incredibly valuable resource.

The game will initially be a one run affair while I get the feel for PBP and decide whether it's something I want to do on a more regular basis. I'll only run it if there's sufficient interest (4-5 players ideally) and exact logistics will be worked out in this thread. PCs will use standard priorities, and the system is SR5. Please express interest in the thread below.

I have never run a shadowrun game online before so I am not familiar with the best tools for the job. any suggestions or advice is welcome.
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Lobo0705
post Jan 11 2014, 01:28 AM
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I am interested in playing, depending on amount of posts per day.

My suggestion is keep it small - 4 is better than 5. The less people in it, the less downtime between posts, the more it keeps moving.

Make sure everyone knows ahead of time how many posts per day are anticipated.

If you are a GM who is going to post once a day and expect everyone else to, and your players are posting once a week, it will quickly become frustrating. (Personally I prefer at least one post day. I can do many more if necessary, but I wouldn't want to place undue pressure on others.)

Invisible Castle is great for Die Rolls

Dropbox is a good way to load maps, pictures, character sheets, etc where you and your players can keep track.

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Chrome Head
post Jan 11 2014, 01:37 AM
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I have a lot of interest for playing in your game. It would also be my very first SR5 game which is very exciting (my rl group is sticking with SR4A for the foreseeable future and we have trouble keeping a good schedule).

You can count on 1+ posts per day from me, and it would be great to have players who are committed to a certain number of posts per day or per week and stick to it. What I have found from playing other RPGs over PbP is that things tend to bog down sooner or later and I have no specific advice about how to avoid this other than to be clear about your expectations from the get-go, as Lobo just said.
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Sponge
post Jan 11 2014, 02:36 AM
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I am interested in trying a PbP SR5 game. I can post regularly (1+ a day).
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Redjack
post Jan 11 2014, 02:59 AM
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Given your note of this being your first pbp, let me offer some advice from the perspective of someone with multiple games running over 5 years.
- Decide a pace you can be consistent with, over the long term. With some exceptions, I personally can post in 1/week. There have been periods (some recently), where my post rate was less than 1/week and the games definitely suffered for it. If you can maintain a higher rate, bully! But over the long term that is tough.
- Keep the game moving. Try to leave your posts giving the players something to move forward from and ask them to do the same. Don't be afraid to fast forward to the next scene to keep the game moving.
- If a player disappears, don't let that stop the game. NPC them or you will lose your other players.
- Invisible Castle is your friend for dice rolling; love it.

Agree with the low player count, especially with your first game. You will probably lose 2 out of 4 before reaching the end of the run. Most pbp never get that far. For those that do, the GM sometimes has to get out of the car and push. (IMG:style_emoticons/default/wink.gif)

That all said, if a post rate of ~1/week (maybe 2/week) works, I'll play an adept sniper if there is room.
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FuelDrop
post Jan 11 2014, 03:47 AM
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Well, going with the lowest estimate a weekly posting game appears to be the go.

We have RedJack wanting to go an adept sniper, Sponge, Chrome Head, and Lobo0705. If 1 post per week is too slow for anyone let me know and if everyone except RedJack says that they want to do a daily game then I'm afraid I'll have to go with the majority.

Assuming everyone's up for the game, we should probably try to coordinate the PCs so that either we cover all roles or if everyone wants to fill a specific niche then we'll be aware that the group is going to be known for this and get jobs based around that (probably violence (IMG:style_emoticons/default/smile.gif) ). Character writeups or summaries should be PM'ed to me, along with about a paragraph of character history minimum if possible. Include country of origin, where you learned your skills, how you ended up in the middle of Australia, and at least a basic reason that you run (Even if it's something as simple as 'I like violence').

Important campaign notes: All SR5 books are legal as written, and if you want something from SR 4 PM me and I'll rule on a conversion. Game starts in January (local summer) and average temperature during the day is around 34 degrees Celsius (92 F) with record highs of up to almost 47 C (116 F), so wearing long coats or armoured jackets during the day will both cook you alive and draw a metric ton of suspicion. It gets much cooler at night, so those forms of armour will be more practical then. Also, firearms are for the most part illegal in Australia, a fact to keep in mind when picking weapons.
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Sponge
post Jan 11 2014, 04:46 AM
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QUOTE (FuelDrop @ Jan 10 2014, 10:47 PM) *
Well, going with the lowest estimate a weekly posting game appears to be the go.

We have RedJack wanting to go an adept sniper, Sponge, Chrome Head, and Lobo0705. If 1 post per week is too slow for anyone let me know and if everyone except RedJack says that they want to do a daily game then I'm afraid I'll have to go with the majority.


I'm fine with once a week. As for character roles, I'm happy to fill in whatever is lacking in the group.

I would like to know though how much "character optimization" you're looking for, so that we're all kind of in the same ballpark as far as dice pools go.

I'd also like a bit more info on the game setting/premise. Do you want us to know each other prior to the start of the game or would you prefer not? Can you describe Kalgoorlie-Boulder? My successful Browse test tells me that in RL it's a city of roughly 30,000 people, but you mention it was abandoned. In the SR world of 2075, is the old city site being reoccupied (and how much of it is in ruins), or is there a new settlement growing there now, or is it just a mine with worker accomodations for the moment? Who is there now?
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FuelDrop
post Jan 11 2014, 05:21 AM
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Ok: for power levels you can generally expect opposition to have dicepools of 6 + profession rating + reasonable aids (EG +1 for laser sights) +2 for their primary skill (often non-combat unless we're talking regular army or something) for skills, with attribute tests generally varying between 6-9 for most opponents depending on their jobs.
For ballpark figures, 11+ dice in your primary focus should be a minimum, with 13+ being expected. 8-10 dice in secondary skills should see you through more often than not.

As to the setting, I was going to roll with the old town having been re inhabited and fortified, with corporations being the big players while between their feet small-time prospectors seek to strike it rich. Much of the city has been rebuilt with modern materials as abandonment wasn't exactly kind to it. Due to the fact that it is often cut off from the rest of the world due to mana-storms that also disrupt matrix communications Credsticks are practically required for purchasing and SINs are hard to check thoroughly, meaning that an unusually large SINless population has sprung up here. The population contains about 20,000 SINners and as many as that number of SINless as well.
Local policework is done by Lone Star, though several scandals about officers beating up prospectors and stealing their claims mean that no-one really likes them.
The major powers are the Japanese corporations, though all of the big 10 have at least a basic presence.
Ruined buildings are rare, though poor maintenance is so common that sometime's it's hard to tell. Due to the massive SINless population it's rare for an area to be abandoned within the city walls, and if it is that's a bad sign.
Food production and water supplies are a major part of the city's infrastructure due to the fact that mana storms make getting food in from outside unreliable at best.

As to whether you guys know each other or meet on the job for the first time, I'm more than happy to leave it open. Some of you may be former partners, some may be from opposite sides of the world. however you want to play is good with me.


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Chrome Head
post Jan 11 2014, 05:06 PM
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I like the setting (IMG:style_emoticons/default/smile.gif)

For the character concept, I have two ideas in mind and I'd be happy to play either one. The first is a mystic adept specializing against magic-users and magically active critters. A magical witch hunter if you will. It would let me test out the new SR5 mystic adept in a real game environment (are we using the errata or RAW?). My second idea is a hit man who would have pissed off the wrong person/group. He'd have a very broad range of skills, including a main focus on being lethal enough for his job, and a secondary focus on Face capabilities, infiltration, and breaking and entering.

If anyone wants to claim the "magician spot", it's all right, I'll play the hit man and be just as happy.

I'm also open to making backstories work together with anyone. I find that it can add some depth to the early part of the game where we normally make introductions and get used to each other.
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Lobo0705
post Jan 11 2014, 06:09 PM
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I just made a character for a different PbP, and I like the concept, and I don't want to make another one so soon.

The basic idea is that he was a swindler who used his skills and magic to run short cons, but ended up taking the wrong mark, and it cost him the lives of his partners - although he barely managed to escape.

This will give him an incentive to get out of dodge - and from your description, this place sounds like a good one to lay low in.

His primary focus is on spellcasting (primarily illusion and manipulation with some detection thrown in) and summoning, secondary efforts will be Con and Negotiation.

Looking forward for more info on the setting so I can establish some realistic contacts in the area - I'm thinking he will have arrived in Australia 6 to 12 months before the adventure takes place.

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Sponge
post Jan 11 2014, 06:20 PM
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With Lobo as a spellcaster, I assume Chrome Head will play his hit man, and with Redjack as sniper... I guess I'll play a Matrix expert of some type then (no surprise there, Hackers/Deckers always seem to be last to be picked at my table too - in fact I started working on one last night just in case (IMG:style_emoticons/default/wink.gif) ).
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Lobo0705
post Jan 11 2014, 06:46 PM
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The other thing I would like to play around with is that "Switch" doesn't summon just any old spirit - but rather he only ever summons one of 5 different spirits if given the choice.

So, when he summons a spirit of air, it is always "Mother" - the spirit takes the form of the top half of an elderly woman with glasses and her hair in a tight bun. She treats Switch as little more than an overgrown man-child, and is usually stern, but can show concern and a little tenderness on occasion.

The spirit of Fire would be Ahfaz - appearing very similar to the typical efreet, large, muscular, red-skinned with gold bracelets around each wrist and a face that looks like Ming the Merciless. The interaction between Switch fears Ahfaz, and is always respectful out of worry he will tear him apart one day. Ahfaz, for his part, is tolerant of Switch as long as he obeys the proper forms and respects, and gives Ahfaz offerings of reagents.

And so on - I haven't come up with the other 3 spirits yet, but I think it can add something to the story, if you and the group are okay with it.
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Sponge
post Jan 11 2014, 07:14 PM
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QUOTE (Lobo0705 @ Jan 11 2014, 01:46 PM) *
I think it can add something to the story, if you and the group are okay with it.


For what it's worth, IMO traditions are very personal. If your personal tradition says that your spirits are always the same ones, I'm totally fine with that and I think it fits in fine with SR's magic framework. Though I imagine other Awakened people might (IC) think it's a little weird (IMG:style_emoticons/default/wink.gif)
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FuelDrop
post Jan 11 2014, 10:48 PM
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I'm running something similar with the current shaman in my RL group. He's also heavily influenced by his mentor spirit. In other words, go for your life (IMG:style_emoticons/default/smile.gif)

It's looking like this group may end up being a bit magic heavy. which makes sense, given that the setting would attract mages like no-body's business. just be aware that when a mana storm blows in you're going to be eating serious background count of random traditions (1d6 points if you're inside, 2d6 if you're caught outside). Fortunately you should get at least a bit of warning for most storms. They also generate similar noise on the matrix, are loud and distracting so everyone can expect penalties to perception and skills that need concentration. Of course, since everyone will be eating those penalties there's nothing saying you can't use this to your advantage...

Now I'm going to say ahead of time that unless otherwise stated it's assumed that you're wearing a disguise while out on business (buying hits unless you're putting extra effort in) and that on the job you wear face concealment and gloves to minimize evidence where appropriate. Let me know if this isn't how you guys like to run.

Finally: All Australian Johnsons are called Bruce. Here's why.
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Chrome Head
post Jan 12 2014, 02:18 AM
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Is it really going to be magic heavy? Since Lobo has a magician concept up and I offered 2 options, I'm perfectly happy playing my hit man concept. He'll be moderately cybered and definitely not awakened. That leaves a mage and a physical adept in a group of 4.

The hit man I have in mind will complement conman Switch nicely, since he'll be decent at con, impersonation, and disguise. His usual modus operandi is to get close to his target (which he can do in a variety of ways) and finish the job cleanly. So there also shouldn't be too much overlap with the sniper who will likely be much more specialized with weapons.

Give me until Monday or Tuesday to complete my character sheet, background included.

Can you tell me a little bit more about Australia in Shadowrun though? I currently know, well, as much as you've told us already.
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Sponge
post Jan 12 2014, 03:35 AM
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QUOTE (Chrome Head @ Jan 11 2014, 09:18 PM) *
Can you tell me a little bit more about Australia in Shadowrun though? I currently know, well, as much as you've told us already.



I sent you a (very) brief synopsis from the 6th World Almanac by PM.
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Lobo0705
post Jan 12 2014, 04:17 AM
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QUOTE (Sponge @ Jan 11 2014, 10:35 PM) *
I sent you a (very) brief synopsis from the 6th World Almanac by PM.



Can you send the same to me? (IMG:style_emoticons/default/smile.gif)
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Sponge
post Jan 12 2014, 09:23 PM
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QUOTE (Sponge @ Jan 11 2014, 01:20 PM) *
I guess I'll play a Matrix expert of some type then

Although I had started working on a Decker earlier, I decided to make a Technomancer instead, partly because I've never made one (in 4th or 5th), and partly because the general weight of commentary I've seen says they are gimped and I always like to verify/disprove such claims for myself. I'm almost done, having spent pretty much all day yesterday on it (trying to navigate the network of interdependent rules and mechanics, which seems especially dense around Technomancers, has taken a lot of time), but I'm still tweaking skill points and such; I should be done sometime tonight, energy permitting (IMG:style_emoticons/default/smile.gif)
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Chrome Head
post Jan 12 2014, 11:08 PM
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Kudos on doing the technomancer thing, I'm really looking forward to how that's going to turn out.

Been working on my character sheet too, and it's fairly complete, along with a backstory which I still need to put down in writing. Got a wide selection of active skills, but no First Aid yet (he has mostly worked alone up to now, but even then First Aid could have made sense). Has anyone else got that one covered?
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Lobo0705
post Jan 12 2014, 11:37 PM
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Finishing writing my backstory - character sheet mostly done. I have the Heal spell, so while First Aid would be useful as well, we won't be completely devoid of healing if no one takes First Aid.

Any ideas on whether or not the Yakuza have a presence in the area?
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Redjack
post Jan 12 2014, 11:49 PM
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QUOTE (FuelDrop @ Jan 10 2014, 09:47 PM) *
firearms are for the most part illegal in Australia, a fact to keep in mind when picking weapons.
So... is a sniper going to be possible here? Also, given a population of 40k, how quickly are we going to move to the top of the suspect list if sniping occurs. What about citizens of the top-10: Will they have firearms?

QUOTE (Chrome Head @ Jan 11 2014, 11:06 AM) *
I'm also open to making backstories work together with anyone. I find that it can add some depth to the early part of the game where we normally make introductions and get used to each other.
Sounds good. I'm thinking about either a corporate or a SINless background: Full tilt one of the two directions: Either a corporate citizen moonlighting or a SINless digging up from the bottom of the barrel.

==================

What is the break down of ancestry in this repopulated town? Mostly Japanese due to the corporate influence? Or a full and true melting pot?
Average distribution of metas? Or is it skewed one direction or another?
You've said 1/2 the population in SINless. Are they kept separated from their betters with walls and fences, like in the movie Children of Men?
Are a percentage of the population temporary? Example: Due to corporate staffing, does 10% of the SINner population rotate in/out yearly?
What is the security rating of the SINless areas? E or Z?

Trying to understanding options for a character to blend into the population, moving between barrens/corporate zones, etc.

===================

EDIT:
I settled on a National SIN.

Do we have a negotiator?
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ScooterinAB
post Jan 13 2014, 01:33 AM
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The best advice I can give is to search for snags and kill them right away. With great prejudice. What I mean by this is to find rules that require a lot of back and forth with players (like opposed tests) and get them right out of the game. Anything that slows the game down and requires a response needs to go.

I would change all opposed tests to either threshold or normal tests, or have the opponent buy hits (maybe give an extra hit, since the table is on the low side). This gives players a target for their rolls and cuts out the need for players to have to wait for your response before they can finish their action. On the more extreme end of things, I would reduce the amount of rolling to boot. Only roll when it is brutally vital, since excessive rolling and narrating of rolls can slow things down. Furthermore, when posting a new scene or circumstance, consider posting the number of hits needed for a variety of rolls. Again, this cuts out the need for players to post "I rolled x. What happens?" or "can I make x test for to do this?"

I would stay as far away from combat as possible, or resolve combats with one or two rolls that represent how the combat went for smaller fights. Combat in PbP can take weeks to resolve and there's going to be a lot of waiting and no action. For example, you could have characters make a 2-3 attack rolls, and then narrate the combat based on that. If a character is getting a lot of hits, maybe they sped through the combat largely unharmed. If a character misses or doesn't do a lot of damage, perhaps they take a little extra damage or use more ammo because of a drawn out fight with their opponent. The team still arrives at the same point (combat's over), but it happens a whole lot faster. This also makes the big fights larger than life and even more important.

That's all I can think of right now. Basically, anticipate the problems and do everything you can to keep things moving.
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Lobo0705
post Jan 13 2014, 02:28 AM
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Ok - my character is basically finished - to double check - you do not want us to put them up here, correct, only PM you?
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FuelDrop
post Jan 13 2014, 01:28 PM
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QUOTE (Lobo0705 @ Jan 13 2014, 10:28 AM) *
Ok - my character is basically finished - to double check - you do not want us to put them up here, correct, only PM you?

Post here or PM, your call. PM is better if you have something you want to keep hidden, like a bounty or something. If you're fine with everyone seeing your character then feel free to post here
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Redjack
post Jan 13 2014, 01:51 PM
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Stuff to begin working on integrated histories
1. What the guy in the neighborhood thinks: I've seen a couple of different guys come and go from there. All of them quiet; keep to themselves.
2. What a new team member notices: His street name is Hawk. He's one of the quieter ones; a planner. He says he's a sniper and perimeter support.
3. What a regular team member knows: His SIN says Jack Wilson, Australian native, but sometimes an accent slips. I think its American; CAS if I make my guess. He's a pretty good sniper. Damn good with sticks or that stun baton in his hands too. I've also seen him drop into a character and pretty well become someone else. Not literally you know, but mannerisms and voice. He can do crazy things with his voice when he wants. He's got a rule though: No kids... no innocents. Strict about it too. He walked out on a Johnson once because of it. He's one of those everyone makes it out type of guys too. He strikes me as having been trained a military. Not because he's gun ho or over the top, just the opposite. The way he treats his gear. The way he refers to things and the words he chooses.
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